Avoid sync issues in materials with scheduled shader updates

This commit is contained in:
Pedro J. Estébanez 2023-05-09 18:59:59 +02:00
parent 5a4613f551
commit b6647a5808
7 changed files with 35 additions and 12 deletions

View File

@ -199,6 +199,8 @@ public:
static ThreadLoadStatus load_threaded_get_status(const String &p_path, float *r_progress = nullptr);
static Ref<Resource> load_threaded_get(const String &p_path, Error *r_error = nullptr);
static bool is_within_load() { return load_nesting > 0; };
static Ref<Resource> load(const String &p_path, const String &p_type_hint = "", ResourceFormatLoader::CacheMode p_cache_mode = ResourceFormatLoader::CACHE_MODE_REUSE, Error *r_error = nullptr);
static bool exists(const String &p_path, const String &p_type_hint = "");

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@ -161,7 +161,7 @@ void CanvasItemMaterial::flush_changes() {
void CanvasItemMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
if (_is_initialized() && !element.in_list()) {
dirty_materials->add(&element);
}
}
@ -287,8 +287,8 @@ CanvasItemMaterial::CanvasItemMaterial() :
set_particles_anim_loop(false);
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
_mark_initialized(callable_mp(this, &CanvasItemMaterial::_queue_shader_change));
}
CanvasItemMaterial::~CanvasItemMaterial() {

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@ -105,7 +105,6 @@ private:
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
BlendMode blend_mode = BLEND_MODE_MIX;
LightMode light_mode = LIGHT_MODE_NORMAL;
bool particles_animation = false;

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@ -82,6 +82,23 @@ void Material::_validate_property(PropertyInfo &p_property) const {
}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
// If this is happening as part of resource loading, it is not safe to queue the update
// as an addition to the dirty list, unless the load is happening on the main thread.
if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
DEV_ASSERT(init_state != INIT_STATE_READY);
if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
// Queue an individual update of this material (the ResourceLoader knows how to handle deferred calls safely).
p_queue_shader_change_callable.call_deferred();
init_state = INIT_STATE_INITIALIZING;
}
} else {
// Straightforward conditions.
init_state = INIT_STATE_READY;
p_queue_shader_change_callable.callv(Array());
}
}
void Material::inspect_native_shader_code() {
SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
RID shader = get_shader_rid();
@ -1485,7 +1502,7 @@ void BaseMaterial3D::flush_changes() {
void BaseMaterial3D::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
if (_is_initialized() && !element.in_list()) {
dirty_materials->add(&element);
}
}
@ -3028,8 +3045,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
flags[FLAG_USE_TEXTURE_REPEAT] = true;
is_initialized = true;
_queue_shader_change();
_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {

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@ -46,6 +46,12 @@ class Material : public Resource {
Ref<Material> next_pass;
int render_priority;
enum {
INIT_STATE_UNINITIALIZED,
INIT_STATE_INITIALIZING,
INIT_STATE_READY,
} init_state = INIT_STATE_UNINITIALIZED;
void inspect_native_shader_code();
protected:
@ -56,6 +62,9 @@ protected:
void _validate_property(PropertyInfo &p_property) const;
void _mark_initialized(const Callable &p_queue_shader_change_callable);
bool _is_initialized() { return init_state == INIT_STATE_READY; }
GDVIRTUAL0RC(RID, _get_shader_rid)
GDVIRTUAL0RC(Shader::Mode, _get_shader_mode)
GDVIRTUAL0RC(bool, _can_do_next_pass)
@ -452,7 +461,6 @@ private:
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
bool orm;
Color albedo;

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@ -915,7 +915,7 @@ void ParticleProcessMaterial::flush_changes() {
void ParticleProcessMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
if (_is_initialized() && !element.in_list()) {
dirty_materials->add(&element);
}
}
@ -1889,8 +1889,7 @@ ParticleProcessMaterial::ParticleProcessMaterial() :
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
_mark_initialized(callable_mp(this, &ParticleProcessMaterial::_queue_shader_change));
}
ParticleProcessMaterial::~ParticleProcessMaterial() {

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@ -261,7 +261,6 @@ private:
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
bool is_initialized = false;
Vector3 direction;
float spread = 0.0f;
float flatness = 0.0f;